Updated: August 2019
A client is the executable that runs your game. Below are numerous options in varying levels of complexity, modernity, capability and compatibility.
This page lists the following Quake 1 clients: FTEQW, Darkplaces, DirectQ, Qrack, ezQuake, Fitzquake, Fuhquake, Tomazquake, Joequake, zQuake, Proquake, Telejano, QMB, Makaqu, Q2K4, Agguire’s glQuake, Engoo, ReMake Quake, Quake Vengeance r2, Tenebrae, EngineX.
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FTE QuakeWorld is a QuakeWorld derivative which mainly focuses on modding and additional features for both users and servers. Supports NetQuake gamecode and protocol, Hexen 2/Quake 2/Quake 3 maps and models, many QuakeC builtin extensions, and more.
FTE is a free set of projects developed under or using the resources of the informal group “ForeThought Entertainment” (FTE) that are available in binary and source code. The FTE client, supports Quake, NetQuake, QuakeWorld, Quake II, Quake III Arena, Hexen 2, Nexuiz and others. The FTE Server supports NetQuake, QuakeWorld, Quake 2 & Quake 3: Arena.
Based upon the Quake & QuakeWorld source code, with source code extracts from other QuakeWorld clients such as ZQuake & FuhQuake, while also containing technology from both Quake II & Quake III Arena.
FTE is a highly versatile game engine originally based on QuakeWorld.
Core Features: Multiple video presets, for all tastes, splitscreen, IPv6, VOIP, hybrid NQ/QW capabilities (NQ+QW clients fragging each other), multiple renderers (including OpenGL, Vulkan, D3D9, D3D11), BSP2, Q3BSP (other limits extended), alternative view projections, runs Quake, Quake2, Quake3, Hexen2, plus numerous FTE-only mods/games.
FTEQCC Features: Friendly GUI version with integrated debugger, step-by-step debugging, breakpoints, arrays, structs and classes compatible with any Quake engine, pointer and integer datatypes.
DarkPlaces is a Quake modification LordHavoc has built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and LordHavoc began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality.
The realism of shell casings falling to the floor, much improved bullet impacts, 32bit color alpha blended explosions, blood flying everywhere and sticking to the walls…
Behind the scenes the code has changed a great deal, and the engine was greatly changed while maintaining compatibility with normal quake modifications.
Darkplaces features realtime lighting, bumpmapping, an OpenGL shader system, bloom lighting, model interpolation, and rewritten network code which supports connecting to NetQuake and QuakeWorld servers within the same binary.
Quake Spasm is a Quake Source port deviating from FitzQuake it’s maintained by fitzgibbons and journeymen, Quakespasm is a improved sucessor to GLQuake and FitzQuake and aims for a more vanilla gameplay.
DirectQ is a port of Quake to native Direct3D 9. The primary focus is on replicating the original look and feel of software Quake, but it also has significant usability and rendering improvements. Starting from version 2.0, DirectQ will function on Direct3D 11 only.
High resolution texture supporting client with many multiplayer features ported from ProQuake; based on JoeQuake engine.
Combining the features of all modern QuakeWorld® clients, ezQuake makes QuakeWorld® easier to start and play. The immortal first person shooter Quake® in the brand new skin with superb graphics and extremely fast gameplay.
Fitzquake is a modified glquake based on the source code released by id Software. Its primary focus is fixing a lot of the rendering bugs which made GLQuake inferior to the software renderer. Its secondary focus is adding conveniences for mappers and general users.
This engine represents the ultimate existing backwards compatible classic Quake engine with very subtle but addictive refinements.
QuakeForge strove to create a good base for game and engine modifications, in the hopes of attracting as many players as possible.
FuhQuake is a win32/linux QuakeWorld client that aims not only to have a plethora of gameplay and console improvements, but to also incorporate stunning visual effects and eyecandy. Created by Fuh a Norai.
JoeQuake is an improved NQ engine with plenty of ZQuake and FuhQuake graphical effects included. JoeQuake’s main aim is to provide pleasant demo watching for .dem files. JoeQuake also supports better graphical quality including 32bit textures, colored lights, smoother animations etc.
Client and server in one binary – the way it should have been from the start, Win32 priority fix in zqds – you can play with ping 13 on localhost now, and you don’t need priority.exe any more! All known qwsv security holes fixed, highly tweaked & bugfixed networking/prediction code, powerful scripting system, FPS settings menu – you can bump your fps considerably by removing annoying gibs/corpses/torches, etc, from the screen, teamplay messages (%h, %a, %l, etc), with support for qizmo .loc files, playback of Qizmo .qwz demos, playback of NetQuake .dem demos, and much more.
ProQuake is a faithful GLQuake/WinQuake style Quake client incorporating several common sense features Quake should have had from the start such as ping in scoreboard, precise aiming, loc support.
ProQuake would become the standard Quake client for online play, although further development stopped in late 2002. However, as time went on the client aged and was in need of newer features and as a result unofficial updates began in 2007. In December 2007, J.P. Grossman handed off the ProQuake project and the unofficial ProQuake project became the official continuation.
Telejano is a modified Quake engine. Derived from the TomazQuake engine, Telejano is bigger, badder, and better. Adds in so much more new effects that it is over 1000 kilobytes in size: More than twice the size of TomazQuake. It may not have as much super-effects as Tenebrae, but I don’t think the Quake monsters would keep the wall/floor that squeaky clean
The first major feature of Telejano is to enhance Quake, Quake Mission Pack 1&2, user-made maps, and user-made mods, without having to recompile/remake them. You simply extract Telejano files to your Quake directory and enjoy more realistic stuff like: fire particles, light fx, sparks fly when a bullet hits the wall, explosion effects, water caustics, water makes waves, lava balls leave smoke trails, launched rockets leave smoke trails, blood looks more real, coronas on fire torches, fire on lava, surface fog, LocalMenus make setting up eyecandy easy, and much more cool effects.
The second major feature of Telejano is that everything that is old, is replaceable with the new. This means that you can get Telejano to load any skybox, hi-resolution texture, and model replacement (md2,md3 models ). Again, all this can be done without having to recompile/remake a map or mod. Simply said, Telejano enhances everything Quake without losing compatability.
TyrQuake enables map designers to create larger, more detailed maps than the original game allowed. It also adds a few simple modern features like fullbrights and colored light.
Q2K4 is a port of the original glQuake source code. Basically, the author gathered a lot of fixes, cool features from other engines and even own code (which you can easily distinguish from the rest because it’s really buggy).
Enhanced versions of Win/GLQuake for mappers.
Quake engine developed by leilei and andrewj, and based on Qip Quake.
ReMakeQuake is a mod (partial conversion) project offering a fresh perspective on the ’90s cult shooter game, Quake. It is the team’s vision of the world of Quake and thereby a modern remake.
RMQ includes almost 40 levels, a mountain of new features, a growing roster of new baddies and its own cross-platform Quake-derived engine.
Multiplayer is fully supported, its maps recreated, remakes of classic multiplayer maps added, expanded with additional game modes (such as Capture the Flag), new/rebalanced weapons, bots, and augmented by an expanded set of moves.
The classic Quake mod that RMQ is best compared to is Nehahra, although RMQ also functions as a level design toolkit similar to Quoth and includes an ambitious multiplayer part. Another similarity exists to the “Knee-Deep in ZDOOM” project which recreated the shareware episode of the original DOOM using a much improved DOOM engine.
Vengeance includes lots of new features includeing realtime lighting, light blooms, support for new file formats such as .md3, .spr32 and .pk3, an enhanced and scriptable particle system, new extensions and much, much more.
The idea for this mod is to add as many features as possible that facilitate both gameplay and modding. This includes lots of eyecandy, but keeping compatibility with both original Quake and those less fortunate in their computers.
Tenebrae is a modification of the Quake source that adds stencil shadows and per pixel lights to quake. Stencil shadows allow for realistic shadow effects on every object in the game world.
qbism Super8 is a gritty software-rendering 3D engine on a GPL Quake source code chassis. Experience meta-nostalgic 8-bit graphics with unexpected modern features, like support for epic Big Maps. The project started as a fork of Makaqu 1.3 and later added enhancements from many other sources… plus a few unique features of it’s own.
All of the below clients are intended to be run in a capable browser or a flash player (respectively). In the case of the flash player you do not have to use a browser at all, and it would be smarter not to. Simply download a stand-alone projector and use it to open the swf. Put the projector in the same folder as the swf so it will definitely have the proper current working directory.
WebQuake is an HTML5 WebGL port of the game Quake by id Software.
The flash Alchemy builds of ProQuake and (?Win)Quake.